package net.minecraft.client.model;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelQuadruped extends ModelBase {
	public ModelRenderer head = new ModelRenderer(this, 0, 0);
	public ModelRenderer body;
	public ModelRenderer leg1;
	public ModelRenderer leg2;
	public ModelRenderer leg3;
	public ModelRenderer leg4;
	protected float childYOffset = 8.0F;
	protected float childZOffset = 4.0F;

	public ModelQuadruped(int p_i1154_1_, float p_i1154_2_) {
		this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, p_i1154_2_);
		this.head.setRotationPoint(0.0F, (float) (18 - p_i1154_1_), -6.0F);
		this.body = new ModelRenderer(this, 28, 8);
		this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, p_i1154_2_);
		this.body.setRotationPoint(0.0F, (float) (17 - p_i1154_1_), 2.0F);
		this.leg1 = new ModelRenderer(this, 0, 16);
		this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
		this.leg1.setRotationPoint(-3.0F, (float) (24 - p_i1154_1_), 7.0F);
		this.leg2 = new ModelRenderer(this, 0, 16);
		this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
		this.leg2.setRotationPoint(3.0F, (float) (24 - p_i1154_1_), 7.0F);
		this.leg3 = new ModelRenderer(this, 0, 16);
		this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
		this.leg3.setRotationPoint(-3.0F, (float) (24 - p_i1154_1_), -5.0F);
		this.leg4 = new ModelRenderer(this, 0, 16);
		this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
		this.leg4.setRotationPoint(3.0F, (float) (24 - p_i1154_1_), -5.0F);
	}

	/**
	 * Sets the models various rotation angles then renders the model.
	 */
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_,
			float p_78088_6_, float scale) {
		this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

		if (this.isChild) {
			float f = 2.0F;
			GlStateManager.pushMatrix();
			GlStateManager.translate(0.0F, this.childYOffset * scale, this.childZOffset * scale);
			this.head.render(scale);
			GlStateManager.popMatrix();
			GlStateManager.pushMatrix();
			GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
			GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
			this.body.render(scale);
			this.leg1.render(scale);
			this.leg2.render(scale);
			this.leg3.render(scale);
			this.leg4.render(scale);
			GlStateManager.popMatrix();
		} else {
			this.head.render(scale);
			this.body.render(scale);
			this.leg1.render(scale);
			this.leg2.render(scale);
			this.leg3.render(scale);
			this.leg4.render(scale);
		}
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		float f = (180F / (float) Math.PI);
		this.head.rotateAngleX = p_78087_5_ / (180F / (float) Math.PI);
		this.head.rotateAngleY = p_78087_4_ / (180F / (float) Math.PI);
		this.body.rotateAngleX = ((float) Math.PI / 2F);
		this.leg1.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
		this.leg2.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float) Math.PI) * 1.4F * p_78087_2_;
		this.leg3.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float) Math.PI) * 1.4F * p_78087_2_;
		this.leg4.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
	}
}
